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Remove #ifdefs for USE_VFS
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@@ -24,10 +24,6 @@ BOOLEAN gfForceBuildShadeTables = FALSE;
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void DetermineRGBDistributionSettings()
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{
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#ifndef USE_VFS
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STRING512 DataDir;
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STRING512 ExecDir;
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#endif
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STRING512 ShadeTableDir;
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UINT32 uiRBitMask, uiGBitMask, uiBBitMask;
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UINT32 uiPrevRBitMask, uiPrevGBitMask, uiPrevBBitMask;
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@@ -37,36 +33,9 @@ void DetermineRGBDistributionSettings()
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BOOLEAN fCleanShadeTable = FALSE;
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BOOLEAN fLoadedPrevRGBDist = FALSE;
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#ifndef USE_VFS
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// Snap: save current directory
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GetFileManCurrentDirectory( DataDir );
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//First, determine if we have a file saved. If not, then this is the first time, and
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//all shade tables will have to be built and saved to disk. This can be time consuming, adding up to
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//3-4 seconds to the time of a map load.
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GetExecutableDirectory( ExecDir );
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sprintf( ShadeTableDir, "%s\\%s", DataDir, SHADE_TABLE_DIR );
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//Check to make sure we have a ShadeTable directory. If we don't create one!
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if( !SetFileManCurrentDirectory( ShadeTableDir ) )
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{
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if( !MakeFileManDirectory( ShadeTableDir ) )
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{
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AssertMsg( 0, "ShadeTable directory doesn't exist, and couldn't create one!" );
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}
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if( !SetFileManCurrentDirectory( ShadeTableDir ) )
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{
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AssertMsg( 0, "Couldn't access the newly created ShadeTable directory." );
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}
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fSaveRGBDist = TRUE;
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}
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// directory existed or was created.
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SetFileManCurrentDirectory( DataDir );
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#else
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// changing the current directory can screw up the VFS; don't do it
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// the creation of the SHADE_TABLE_DIR directory is done by the VFS
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sprintf( ShadeTableDir, "%s", SHADE_TABLE_DIR );
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#endif
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CHAR8 sRGBDist[50];
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sprintf( sRGBDist, "%s\\%s", SHADE_TABLE_DIR, "RGBDist.dat");
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